Marko Pintera
|
e51cbce52c
Started work on scripting
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
9bb801f889
Bunch of fixes for MeshHeap and related systems
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
e7e420a0a6
Almost final version of transient meshes and MeshHeap
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
7214304ace
Added Timer queries
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
a659b5bac7
Render system now allows you to set multiple vertex buffers at once
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
b0b11a73da
Allocating GpuParams and especially bindable copy of GpuParams will now cause much less alocations
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
644a56c379
Fixed an issue where OpenGL draw calls would take longer and longer due to a vector that was never cleared
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
3294c5f20f
Ensured that GUIArea and GUIWidget use Viewport for determining size, instead of window (which was only there for input purposes)
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
4ddd9e2995
Added separate clear methods for clearing active render target and active viewport
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
7d2fed1ebb
Sub-render target clear works on DX9 and GL
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
7e61e8215e
GUIViewport works
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
6b1dfdc6be
Refactored RenderTarget a bit to make is prettier (no real funcionality added)
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
8c982e0422
Moved the core thread outside of the render system
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
d4cfc20151
Renamed std containers so they start with capital letters to be standardized with other Camelot classes
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
df225bbba5
Ported remaining new/delete calls to the new system
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
c5f46545e8
A bunch more code ported to new alloc system
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
07ca908526
Ported byte allocations to an easier to use system
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
f215bc5700
Added custom allocator for most STL containers
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
0581e2fea5
Fixed DX9 and GL rendering which was broken due to new way forward renderer clears targets and renders objects
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
7e4a997a35
Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
aa46b8b57a
Overhauled OpenGL context handling
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
d153f45214
Fixing an issue where editor windows weren't being destroyed in the proper order
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
f0a6e829bf
Fixed an issue where GpuParam copies weren't being destroyed on the deferred render context if the commands got cancelled
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
b0f44650c9
Param buffer updates are now queued on the proper deferred context and are in general handled better
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
b2b4bf2050
Moved builtin material managers to Banshee
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
d6b255dd18
Moved Camera/Renderable/Overlay/OverlayManager to Banshee
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
267df110ea
Renamed CamelotEngine -> CamelotFramework namespace
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
19a40d1fe1
Slight GUI changes. Just commiting to have a clean slate
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
5bf23618b8
Text material resolution now gets set dynamically
|
%!s(int64=12) %!d(string=hai) anos |
Marko Pintera
|
77df4b87a9
Finished porting to memory allocators
|
%!s(int64=12) %!d(string=hai) anos |